We have already pointed out, that we are trying to make a new campaign (FFF-245), and part of it is the core beginning, the NPE/tutorial.
The tutorial is one of the very critical parts of the game, as if the first 15 minutes of a game feels shitty, there is big chance, that the player will not play any further. I had this experience in many games myself.
So the challenge could be articulated like this: "The current tutorial is okay, but can we make it great?"
The approach in the current tutorial is to feed the player with the basic knowledge of how to control the basics of the game (the first mission and the start of the second mission) in the fastest way possible.
The player is even given descriptive info like this, to diminish the chance of not understanding how the basic entities work.
After few steps in the 2nd level, the player can start exploring his first self-feeding loop (make iron to make more iron).
The tools used to this is mainly:
- The message dialog that stops the game and explains the player various things.
- Minimization of the amount of things the player can interact with to absolute minimum, so he can't start doing other things before the basics are clear.
- The constant interruptions can get really annoying (typically around 22 message dialogs before the player starts to play relatively freely in the 2nd level).
- The possibility, that the player will mindlessly follow the step-by step tasks without understanding it, so he can become really lost later on, and the tutorial basically wouldn't help him to understand things.
- If the player doesn't figure out something basic, it can be very frustrating for him to figure out what is going on when not moving forward for a long time.
- It might be possible, that some things are just not fun to learn by exploration, and it is more comfortable if they are force fed to you. I would compare this to a friend explaining you how to play a game for 5 minutes compared to 2 hours of trial and error.
Generic usability improvements
Regardless of the final tutorial approach we choose, we made some generic improvements that should help to avoid some of the pitfalls. Interaction error messages People sometimes struggled (in the beginning), to figure out why they can't interact with an object (open/mine/build, connect wires etc.) when it is too far away. We still keep the Beep Boop error sound and the different (yellowish) color, but we added a short flying text explaining the problem. https://us1.factorio.com/assets/img/blog/fff-261-not-reach.mp4 https://us1.factorio.com/assets/img/blog/fff-261-not-reach.webm https://us1.factorio.com/assets/img/blog/fff-261-not-wire.mp4 https://us1.factorio.com/assets/img/blog/fff-261-not-wire.webm This also includes GUI related stuff like this: https://us1.factorio.com/assets/img/blog/fff-261-not-ingredients.mp4 https://us1.factorio.com/assets/img/blog/fff-261-not-ingredients.webm https://us1.factorio.com/assets/img/blog/fff-261-not-hand.mp4 https://us1.factorio.com/assets/img/blog/fff-261-not-hand.webm https://us1.factorio.com/assets/img/blog/fff-261-not-machine.mp4 https://us1.factorio.com/assets/img/blog/fff-261-not-machine.webm Some of these error had description messages, but these were in the bottom-left corner in the console, but we observed, that since it might quite far from the mouse and focus of the player, it can be easily missed. Even if it is not missed, it is not that comfortable to look somewhere "far away" for an error. Highlighting of inserter/miner related entities When building/hovering an inserter, miner or any entity that inserter/miner can interact with, the corresponding entities are highlighted. This should help to understand the connection, and even for me, it is useful sometimes to see instantly, whether the inserter is one tile off or not when building it.
Performance tweaking
Sometimes, I wondered why is the performance in Factorio is very unstable. The update runs fine (lets say 5ms) most of the time, and from time to time, it takes much longer (16+), so the frame is skipped, so the game feels choppy. For a long time, I expected, that this is caused by some Factorio tasks that can peak once in a while (train path finding), but the weird realisation came, when I played multiplayer, and I noticed, that other people didn't have the problem, so I started to investigate. Browser I realized this long time ago when doing performance tests. Running any browser with modern (dynamic) page, or and browser related applications (slack for example) take more performance than you think. I could measure non-trivial increases in performance when I closed all these. Windows - performance options There is a Power options panel in windows (Control Panel → Hardware and Sound → Power options), you can select different power options. It mainly controls things like how long it takes before it goes to sleep, or when are the Hard disks stopped, but it contains more, notably the minimum processor state, which by default (in the default plan, is 5%):
With this settings, I am seeing performance similar to this on my test save Values are avarage/minimum/maximum in the context of the last 10 seconds.
While the default for high-performance is 100%:
With this, I am getting this result:
You can see, that the average time spent on update is roughly the same, but with the balanced mode, ther are quite big peaks of slowdowns that are happening regularly. You can test this yourself. The minimum processor state basically allows the system to somehow slow down or turn off some parts of the processor. Factorio works in a way, that it does a lot of work in the update steps (the 5ms time), and then, the update thread has to wait until the time of the next update. My theory is that when the thread is waiting for the next update, the system thinks that it doesn't need that much CPU power suddenly, so it slows down, but it doesn't switch back to full power fast enough when it is needed again in the next update. I would be careful with this, as I can imagine that having this option all the time might not be that a good idea, mainly for laptops, but if your game starts to be choppy because of performance, it is worth a try to set this option for the time when you play Factorio at least.
The forums update - part 2
The new forum theme caused quite some debate on the forum and in the office this week, specifically about the limited content width, and the result is that we added a slightly modified theme to scale the forum to the whole screen width. I would like to know your opinion, whether you prefer a limited content width, or prefer the content to fill your whole browser window, there will be a poll to vote in the forum post for this FFF. As is standard, you can leave us your thoughts and feedback on our forum.
[ 2018-09-21 13:19:21 CET ] [ Original post ]
- Factorio Linux64 [306.86 M]
- Factorio Linux32 [300.1 M]
- Factorio: Space Age
Join forces with other players in cooperative Multiplayer, create huge factories, collaborate and delegate tasks between you and your friends. Add mods to increase your enjoyment, from small tweak and helper mods to complete game overhauls, Factorio's ground-up Modding support has allowed content creators from around the world to design interesting and innovative features. While the core gameplay is in the form of the freeplay scenario, there are a range of interesting challenges in the form of the Scenario pack, available as free DLC. If you don't find any maps or scenarios you enjoy, you can create your own with the in-game Map Editor, place down entities, enemies, and terrain in any way you like, and even add your own custom script to make for interesting gameplay.
Discount Disclaimer: We don't have any plans to take part in a sale or to reduce the price for the foreseeable future.
What people say about Factorio
- No other game in the history of gaming handles the logistics side of management simulator so perfectly. - Reddit
- I see conveyor belts when I close my eyes. I may have been binging Factorio lately. - Notch, Mojang
- Factorio is a super duper awesome game where we use conveyor belts to shoot aliens. - Zisteau, Youtube
- OS: Linux (tarball installation)
- Processor: Dual core 3Ghz+Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: OpenGL 3.3 core. DirectX 10.1 capable GPU with 512 MB VRAM - GeForce GTX 260. Radeon HD 4850 or Intel HD Graphics 5500
- Storage: 3 GB available space
- OS: Linux (tarball installation)
- Processor: Quad core 3GHz+Memory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: OpenGL 4.3 core. DirectX 11 capable GPU with 2 GB VRAM - GeForce GTX 750 Ti. Radeon R7 360
- Storage: 3 GB available space
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